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Regional virtual communities - can they work?

topic 12 · 9 responses
~terry Wed, Jan 7, 1998 (11:50) seed
Can regional communities work? The only real well know successful models of regiaonl virtual communites are the WELL and ECHO in NYC. Are there successful communities evolving around the new regional based news efforts like Sidewalk and CitySearch or do these overlook the community aspects? What would it take, in this day and age, to build a successful regional virtual community? And are there any other examples of these taking shape?
~KitchenManager Thu, Jan 29, 1998 (11:42) #1
THE ONLINE COMMUNITY MYTH 'Communities' is one of the most abused words today. I know I have abused it and I have seen it belted all over the place, slapped, punched, kicked and beaten into sentences where it simply just doesn't belong. Because last night it struck me that the phrase 'online communities' is something of an oxymoron. In other words, it doesn't make much sense. The last 20-30 years have been bad for communities (certainly in the 'Western World'). Look around you and most of you will see communities slowly dissolving or rapidly falling apart. I know that that is the case in Ireland anyway, and if it's happening in Ireland then that must surely say something, because Ireland historically has had an incredible community focus and spirit. The Internet by itself is not going to stop that dissolution. If anything, it may speed it up! Because the Internet takes you away from your community. Oh, we have all these 'online communities.' How many of them are no more than clubs, gangs or associations? Hand on heart, would you die defending your online community? Would you pay taxes to support its growth? Because, let's face it, if you're not willing to put your hand in your pocket for something then that says a lot about your bottom-line feeling towards it. I'm not saying here that you can't create online communities. What I am saying is that genuine communities take years to evolve and they require genuine long-term commitment and hard, hard work from their participants. Many of what are called online communities are fickle things, that demand little or no allegiance or commitment from their members. They are paper communities, ready to fall apart at the first puff from some big bad wolf. Brands are like communities and brands are facing major challenges on the Internet. Companies may be able to save on distribution and packaging for certain products, but I believe that they will have major cost centres with regard to developing systems that manage the relationship between the company and customer. Brand loyalty is a complex equation and brand loyalty online will have to meet major challenges. Last week I may have been loyal to my local bookstore and music shop. But with cheaper prices and more convenience being offered by Amazon and CDNow, how long will that loyalty remain? I've always banked with my local bank, but if a Dutch or American bank offers me significantly better service for my online account, won't that loyalty be stretched? The Internet is really a fickle place where we are on first name terms with everybody and close to very few. Sure, some new friendships are being made as the old neighbourhoods creak under the pressure of modern living. But it takes more than a group of web pages, chat forums and discussion groups to make a community. It takes time; something very few of us either can, or are prepared to, give much of these days. Gerry McGovern mailto:gerry@nua.ie
~KitchenManager Thu, Jan 29, 1998 (11:45) #2
Sorry, that should be Gerry McGovern gery@nua.ie
~terry Thu, Jan 29, 1998 (23:31) #3
Too bad about the fickleness. What can we do to make it nicer so folks will want to stay and feel a sense of beloinging and loyalty?
~stacey Thu, Jan 29, 1998 (23:31) #4
you can only lead a horse to water Paul...
~mikeg Sun, Feb 1, 1998 (07:53) #5
Although scorned by many, the idea of a financial contribution to your community seems a good one. Somebody who makes a regular, small contribution to the "upkeep" of the system feels they have a "stake" in it. This can also help reduce the idea of "gangs" and "AB groups" of users - everyone pays the money every month, creating a base level higher than a completely free system, where the old-boy-network reigns supreme.
~terry Fri, Feb 6, 1998 (17:59) #6
Here's a fine discussion of how virtual communities can be a success from the WELL's acerbic Gerard Van der Leun, the dreaded 'boswell' himself, reprinted with his consent: Topic 301 [vc]: Electric Minds: The Next Generation #930 of 931: Special Master (boswell) Fri Feb 6 '98 (09:43) 277 lines As I noted elsewhere on the Web last October: Ah..... I love the smell of "community" in the morning as one organization after another burns large sacks of money in pursuit of this grail. Each one refusing, because the suits know better, to learn from hard won and long experience. Why is it that these folks, in their rabid pursuit of growth and margin, cannot reflect for a moment on the old saw, "Rome was not built in a day." You'd think at the very least they'd be cognizant of the fact that "Rome was not *burned* in a day." But as we have learned in the fields of online tech, burning is faster than building. Look, it is no secret on how to build these spaces and make them thrive. It has been known to those of us that do it for a long, long time exactly how to do it: minds + variety + freedom + disk space + speed + time = successful online conferencing. It really is, to quote the immortal Ross Perot, "Jes' that simple." But each part of that equation is critical and trying to run cheap on any one of them dooms the whole. This has been true since the dawn ages of The Source and Parti, and will be true until the last ding-dong of doom. Let's take them in order: 1) Minds -- This is your most essential ingredient and, alas, it is the most scarce. In the dawn of online time we freely gave ourselves to our nightly chit-chat because we were interested in the process and interested in what like minds had to say. A few of us, very few when compared to the whole, were very good at it. We were generalists and we had the ability to type quickly and think on the fly. We knew a little bit about a lot of things and a lot about a few things and had an opinion about everything and were not shy about saying it. We knew how to 'speakwrite' (The blend of clarity, attitude, personality, humor, and simple declarative statements that elicited responses from others and drew them into the thread.). We knew that once someone could be lured into participating in the thread they would come back not just for the 'information' but to see what others said about what they said (Interest + ego = Participation). We knew that what people came for was both information AND attention: the two major currencies of cspace - - the first silver, the latter gold. We knew when to encourage, when to question, and when to flame hairless. And make no mistake, Flames are very good for business no matter what the folks who insist on rules and limits might say. The presence of a few engaged minds on a system drew in others and sooner or later, if you were lucky and the rest of the equation was in place, others followed and brought still others in with them. There was and is a lot of triage at first and all along the way, but if the host core was sharp and left to itself, it pretty much did its job as expected. Trouble started when one of these early prototypes, Howard Rheingold Release 1.0, decided that what was being built was in fact a community when it was really, on its good days, just a meeting of the minds -- or the mind if you will -- and decided to call the thing 'community.' All sorts of lame, banal and unfortunate stuff has happened as a result of this hapless metaphor, not the least of which is expanded expectations on the part of those who came online in the last few years in their millions. 'Community' means a lot of sentimental things to most people and it means those things in a way that the thin and bloodless medium of cspace can never hope to accomplish. Hence, people came expecting the excitement of Manhattan or the sublime nostalgia of some evanescent and eternal Mayberry. Neither happened because there has to be a "there" here and there is no "there" here. Just our words and maybe now our home movies, records, and sound files. It is not a world dimensional, nor is it a world illusional such as television. There's just a lot of folks sitting around doing recreational typing in order to see what's typed back at them. But within that limitation there's a lot of room to move around since the mind of man is a wonderous thing and with just the few letters of the alphabet Shakespeare wrote Hamlet. So there's a lot of things to express, a lot of sentiments to exchange, a lot of arguments to have and a lot of people who like to sit back and read expressions, sentiments, and arguments. And of course, there are brains to pick and information to be gleaned. A community it ain't and never will be, but a meeting of the WorldMind? Well, history will tell. At the same time, the proportion of people writing to the proportion of people reading was about 20/80 and of those 20% a much smaller number of us can actually lead and form groups of interest at will. Much of it of course can be taught, but the real masters have some kind of rare ability that can't be taught. They either know how to do it intuitively or they don't. That makes this resource a key resource as well as scarce. Still without the minds you can't even begin and when every business on the Net got a wild hair a year or so ago about building communities around their products the resource got even more diluted. Still, if you want to get one up and running, you need to find the online discussion talent and hire as many as you can afford for whatever you can afford to pay if you want it to happen. 2) Variety --. No matter how much you may think your tennis shoes / car / software/ whatever are worthy of comment and discussion, most people are not online just for one thing or even a few things. They want a BIG BUFFET of things to choose from. Now, they may never take more than a nibble of a lot of things but they like knowing they can if they want to do so. Here's a list of the top 40 conferences of my home system, the Well, for the month of September. There are more than 200 conferences on this ancient system and some of the threads go back to 1986 (No, we don't spool stuff off -- a word to the wise. I've annotated a few of the names whose content is not obvious. Still, the ranking tells you in general what subjects are highly popular. 1. News General news about the system. 2. Media Newspapers, TV, Radio, Magazines. 3. Genx Issues of concern to the genx set. 4. Popcult Discussions of pop culture. 5. Weird Anything goes. No rules. None. 6. Web 7. Words Language discussion and word games. 8. Books 9. Current Current events 10. Gd Grateful dead fans (wellcentric) 11. Movies 12. TV 13. VC Virtual communities 14. Byline Writers conf. 15. Wellcome New members conf. 16. Windows 17. Sports 18. Music 19. Slicker People who live in big cities 20. Internet 21. Welltech Technical well questions 22. Sanfran 23. Macintosh 24. UNIX 25. Blair System stats 26. Ibmpc 27. Classifieds 28. Software 29. Experts 30. Wired The magazine 31. Hacking The sport 32. Tours Rock band itineraries and reports 33. Berkeley 34. Plumage Fashion 35. Biztech Technology's business applications 36. Languages 37. Sexuality 38. NY 39. Metawell Metadiscussions of the Well 40. Engaged The Well's user interface. That list represents about 30% of the conferences and 30% of the traffic. Except for a few well-centric topics the variety of subjects is key here. There is something for everyone and, you will note, a number of conferences in which everyone can count on knowing something and having an opinion to express and expressing it. You can also count on others having a different opinion and expressing as well. Good. From this difference we can count on a discussion. So you need variety in a lot of areas that have a ton of subjects within them that a lot of people have opinions on and experience with. The other 180 conferences not shown are more specific in their concerns and draw participation based on a specific interest. Because the Well was, essentially, an unplanned system ("Let's see what happens in we just open the doors.") this list shows you what happens if you just build it and let people sort out what interests them. I don't believe that any other widely disparate group of individuals, left to themselves, would come up with a grouping much different from this. If you need to know what the mass of people would respond to in a conferencing/ community system, look at the list. It is all there. Put up those spaces, place some minds inside each, and let it grow. Water with money and love and tolerance. 3) Freedom. This means very, very few rules coming down from on high. Ever. This means a big 'hands-off' policy on the part of the company managing the system. This means the First Amendment is not just a local ordinance and people are free to speak their minds without fear of censure on the part of the owners of the system. This is a very difficult thing for most companies to understand and to do and to be true to. But the least whiff of censorship from the system does two things: 1)pisses off alienates the users; 2) pisses off an alienates the users. The users have to feel free to both express themselves with any language they choose and free to talk back in any way that they choose. Since all they have are their words, you take away or limit that you take away their online self. This means putting up with fuck shit and motherfucker and abusive personalities and the whole thing. While there can be sanctions and at times those sanctions can be used, they should be used rarely if at all and after clear and present warnings. In the main, the hosts and the other users are capable of administering their groups and, given a chance, will do so although it may not always be according to the appropriate time span that management thinks should happen. Life in this most electric of universes actually moves very slowly. Problem users have to be dealt with on a personal basis. Management should never seek to avert problems from the front end since they will only create a boring system that fails to attract and stimulate the kind of opinionated and forthright user that they need to make their space lively. One thing management can make available are filters so that individuals can choose who they see and who they do not. That way the users are empowered with the means to shape their experience and management is not expected to play policeman. Nobody likes the cops even though everyone might need them once in a while. It is much better to have a tool than know a rule. Rules, very very few, have to be clear and concise. Any ambiguity can and will be exploited to the utmost sooner or later. But for the most part users should be left to settle their own differences, except in cases that are clearly illegal. 4)Disk space. Can't have too much of this, especially at today's prices. You say you want a community? Well, you better budget for history. People like having things they spend the time typing into the system around for a long time. They use it in surprising ways and rely on it as a kind of group memory. There are a lot of tools out there that help in maintaining a living archive and it gives the place a sense of continuity even if most of it is never looked at again. Discussions that are kept around and go doggo for a year or more have a habit of coming to life again when a new event in the subject area happens or a person with something new to say comes along. 5)Speed. You need to have the technical ability for a lot of people to be there and for the pages and comments to load quickly. Telnet lags and slow-loading pages make for boredom. Users want to see feedback quickly and to move on quickly. The only thing more boring than sluggish web response times is watching paint flake off a wall. The content and conferencing pages with the text have to load first and quickly. You do that and people don't care if the ad banners are loading slowly along the edges of the frame. They might even stay long enough to read and click on them. What you don't want is the frustrated punching of the stop and reload buttons at the top of browser. You'll never become a bookmark if that happens too often. And a bookmark is what you want to be before you are anything else. 6) Time. Building online conferencing spaces is not for a business interested in instant gratification. It is like making a Persian Rug. It needs expert weavers, excellent materials, good tools, and a high level of skill and commitment. And it takes a looooooooong time. It takes years and years. A company or enterprise that fails to understand this and is not ready or capable of staying the course and that still wants to make an online space of any consequence would be better just putting a revolver to its head and pulling the trigger until the gun is empty: it will be shorter, cheaper and less painful in the long run. Minds + Variety + Freedom + Disk Space + Speed + Time = Successful Online Conferencing. MVFDSST = SOC. "It's just that simple." Thank your Gerard! For a veritable cookbook recipe for a successful virtual community! Applause!
~mikeg Sun, Feb 15, 1998 (12:29) #7
typical negative stuff from boswell about "community" there...
~terry Fri, Jul 24, 1998 (15:12) #8
From geert@xs4all.nl Mon Jul 20 09:52:19 1998 Date: Mon, 20 Jul 1998 15:30:47 +0200 (MET DST) From: Geert Lovink To: nettime-l@Desk.nl Subject: Amsterdam Public Digital Culture (with Patrice Riemens) Sender: owner-nettime-l@basis.Desk.nl Amsterdam Public Digital Culture On the Contradictions Among the Users by Geert Lovink & Patrice Riemens By the late nineties, the (in)famous Amsterdam squatters movement, which had dominated the socio-cultural (and law-and-order) agenda in the previous decade, had petered out in the city's streets, but its autonomous yet pragmatic mode of operation had infiltrated in the working of the more progressive cultural institutions. It was the time that the cultural centres 'Paradiso' and 'De Balie', which were at the vanguard of local cultural politics, embraced the 'technological culture' theme in their programming. In the beginning, this took the shape of a critical, if somewhat passive, observation of the technologies surrounding us, and of their attendant risks, but it quickly evolved in a Do-It-Yourself, from below approach. Technology was no longer seen as the preserve of science, big business, or the government. It could also become the handy-work of average groups or individuals. Mass avaibility of electronic hardware and components had created a broad user-base for definitely 'low-tech' applications, something that in its turn spawned fests of video arts, pirate radio, and public access television, beside well attended cultural events where technology was rearranged and playfully dealt with. The time also was witnessing the emergence of electronic networks. These were of course already in use with the military, banking and finance, and academia. A cluster of grassroot computer enthusiasts had also been building up a patchwork of so-called 'bulletin boards systems' (BBS) for some time, but it were the hackers' repeated and much publicized intrusions in the big network, known as the Internet, that bought electronic communications for the masses on the political agenda. Thus was the demand for public access born. What made the Amsterdam situation special, however, was the degree of organization amongst the hackers and their willingness to structure themselves as an open social movement. This enabled them to communicate with a wide audience and to negotiate their acceptation in society at large through journalists, cultural mediators, some politicians, and even a few enlightened members of the police force. After a whirlwind performance in Paradiso by the notorious German 'Chaos Computer Club' (CCC) in the fall of 1988, the stage was set for the 'Galactic Hackers Party', the first open, public international convention of hackers in Europe, which took place in August 1989, again with Paradiso as venue. From then on, hackers had deftly positioned themselves between (media) artists, militants, and cultural workers, and were even beginning to get kudos from some parts of the computer trade. The concept of public media in Amsterdam was already largely in place thanks to the remarkably deep penetration of cable broadcasting (Radio and TV; over 90% of households were reached by the mid-80s). This KTA cable system had been set up and was owned by the municipality. It was run as a public service, and its bill of fare and tariff rates were set by the city council. The council had also legislated that one or two channels were to be made available to minority- and artists groups --also as a way to curb the wild experiments of TV pirates-- and so various initiatives sprung up whose offerings, to say the least, were far removed from mainstream TV programming. This peculiar brand of 'community television' did not go for an amateurish remake of professional journalism, but took a typically Amsterdam street-level (mostly 'live') approach, on both the artistic, and the political plane. Whereas the now-co-opted TV pirates were thus sucessfully taken out, the presence on the airwaves of three non-profit 'cultural pirate' radio stations remained tolerated. All this resulted in a politically (self-) conscious, technically fearless, and above all, financially affordable media ambiance, something that was also very much fostered by the proliferation of small, specialised, non-commercial outfits in the realm of electronic music ('STEIM'), 'Montevideo' and 'Time Based Arts' for general, and more political video-art respectivly, and technoculture magazines ('Mediamatic'). These developments have contributed to a media culture in Amsterdam that is neither shaped by market-oriented populism, nor informed by high-brow cultural elitism. The various players and the institutions in the field did get subsidies from the usual funding bodies and government agencies, but they have managed to retain their independance thanks to a mostly voluntary-based mode of operation and a low-tech (or rather: 'in-house tech') and low-budget approach. Also the shifts in funding practice, moving away from recurrent subsidies to one-of project-linked disbursements, in keeping with the ruling marketist ideology of the time, left their marks on the format of these activities. Many small-scale productions have thus seen the light, but the establishment of more permanent structures has been constrained. This in turn has led to the prevalence of a hands-on, innovative attitude, an engrained spirit of temporarity, and the deployment of 'quick-and-dirty esthetics' by groups such as TV 3000, Hoeksteen, Park TV, Rabotnik, and Bellissima (all active in the 'public broadcasting space' provided by the cable channel 'SALTO'). This 'edgy' climate has also resulted in the relative absence of direct linkages between the new media culture with, and hence of influence by, the political establishment. Such a media culture is therefore seen as a buffer, an in-between, and not an expression of parliamentary democracy. In Amsterdam, public access media are not an instrument in the hands of the political class, which on the other hand does not mean that they are per definition non-political. Electronic activists were meanwhile poised for the next phase: the opening up of the Internet for general use. The hackers movement, operating under the banner of the 'HackTic' group (which was also publishing a magazine with the same name, whose technical 'disclosures' annoyed the telecoms bosses to no end), threw up a coup by obtaining from the Dutch academic network permission to hook up officially to the Internet and resell the connectivity. What no one had anticipated, least of all the budding hackers 'entrepreneurs' themselves, was that all the 500 accounts which formed the starting base of 'HackTic Network' would be snapped up on the very first day. Not for profit access to the Internet was henceforth established early on as a norm of sorts in the Netherlands. Combined with the technological savyness of the hackers, this created a situation in which commercial enterprise would follow and benefit from the existing creative diversity rather than riding the waves of the Internet hype and making quick money without any incentive to innovate or concern for public participation. (Meanwhile, the hackers venture has morphed into a profitable business, renamed "Xs4all" --'access for all'-- which is now the third largest ISP in the Netherlands, and the only one in its league that is independent from telecom companies). These developments did not escape the smarter elements in the government who were on the look-out for ways of modernizing the economic infrastructure of the country in the wake of the globalization process. Since electronic communication was also at the same time perceived as to pose all sorts of possible threats on the law-and-order front, a two-pronged approach obtained, meant to contain the 'menace', and to co-opt the 'whizz-kids'. Comprehensive and fairly harsh 'computer crime' laws were approved by parliament in 1993. The second big hackers convention in the Netherlands, "Hacking at the End of the Universe" (HEU), in the summer of 1993, responded to this potentially repressive climate with a PR offensive. By stressing the public liberties aspect, a coalition was formed between 'computer activists' and other media, culture, and business players who did not want to be reduced to mere consumers of the content and context agenda set by big corporations. The idea being that programmers, artists, and other interested parties, can, if they are moving early enough, shape, or at least influence, the architecture of the networks. This happens also to be the favorite move of early adopters, and enables one to gain ideological ascendance when influential projects are taking shape, a move suitably, if somewhat cryptically, called in German 'to take the definition of the situation in one's own hands' ("Die Definition der Lage in die Hand nehmen") Elected politicians meanwhile were struggling with another 'situational' problem: that of their very own position amidst fast dwindling public support and sagging credibility. This was --not surprisingly-- blamed on a 'communication deficit' for which a substantial application of the 'new media' suddenly appeared to be an instant antidote. The clue was not lost on 'De Balie' cultural centre, which approached City Hall with a free-net based proposal to link up the town's inhabitants through the Internet so that they could 'engage in dialogue' with their representatives and with the policy-makers. The system itself was to be installed by the people at HackTic Network, the only group of techies at that time that was readilly available --or affordable. The 'Digital City' of Amsterdam (DDS, 'De Digitale Stad') was launched in january 1994 as a ten weeks experiment in electronic democracy. The amount of response from the public was overwhelming. And in no time, 'everybody' was communicating with everybody else. With one exception, though: the politicians never made it to the new medium. Thus, 'critical mass' was achieved by the DDS (whose 'experimental' status was quietly lifted after those 10 weeks), when its user base became so variegated that it could both go for decentralised diversity --which it did to the tilt, and to a great extent become independent of, and even totally immune to attempts by the management to steer its activities. This peculiar variant of the 'network effect' can only be achieved in true measure when the infrastructure operates as a facility and not as a compelling framework, and when the existence of competing, and sometimes contradictory sets of values among the user-base is accepted. By design or by default, this quickly became the entrenched policy at the DDS, were semi-autonomous units proliferate up to the management level. The ensuing climate of productive, rather than repressive tolerance, leads to all sorts of initiatives from the very obscure to the highly flamboyant, quite reminiscent to the 'Islands in the Net' model. Another outcome is the absence of a dominant 'DDS-scene' as such (even though there are many smaller coteries, based on chat channels, Cafes, or MOO environments). This is quite in keeping with the prevalent mode of operation of the Amsterdam (digital) culture as a whole. But then, how would one define the public in the realm of a 'public digital culture'? It should be clear at the onset that this public does not necessarily form the same constituency as that of the traditional media, the occupants of the public domain (in real space), or the electorate in general. Even if some of the basic tenets of the public domain (and especially its ethics) can be transfered into cyberspace, their mode of implementation have for a large part yet to be invented --and put into practice. We have experienced in Amsterdam that the barrier of computer literacy is still very much operative, and that this shapes both the actors involved and their actions. The digital culture of the late nineties remains to a large extent the preserve of geeks/hackers, students, media professionals, and of a smattering of people who have gone through the trouble of becoming conversant with computers. The population at large is still by no way into it (the proportion of female users, however, is encouraging, even though they mostly tend to belong to the above mentioned categories). And it is still far from certain that they will ever be admitted in the digital realm other than as passive consumers in an electronic remake of the television age. In the search of alternatives, we are still being hampered by the 'funding myths' of the network about a time when everybody was an active participant and everything was public. Freeware and shareware were the rules then, a near-perfect gift economy obtained, and the absence of authority was itself a safeguard to privacy and a guarantee of the upholding of morals. This lore, of course, glosses over the fact that users at that time had a extremely high level of computer competence, and were even less than now, representative of the population in general. Such an 'Athenian democracy' model, automatically engenders its own story of inevitable decline. It cannot deal in a positive way with the massification of net use, even though it was the very thing it had propagated. Most Amsterdam 'digital' initiatives have so far more or less consciously tried to escape this predicament. By and large, this policy was successful where it built upon a well-established pragmatism in organisational matters and connected with a traditionally non-profit media environment. Here again, pluriformity was taken for granted, high expectations were conspicuous by their absence, and intervention from the top was kept to a minimum. This are still the basic premises of the current situation. The next issue is of course in how far a digital public realm is desirable and to which extent is it 'makeable'. To a large extent, this is the same discussion as with the urban public domain, and sometimes the same players make their appearance. The big difference, at least in the Netherlands, is that up to now, the state has declined to administrate, design, or even finance the public part of cyberspace. Rather the contrary, something which has now led to an narrowly economic approach to the opportunities offered by the 'Information Age'. In keeping with the prevalent ideology of market conformism, even universal public access is not seen as a specific task for the government to intervene upon. To take just one significant example, the idea to install public terminals at a large number of locations to provide cheap mass-access to the network never took of, for want of funding (the 'commercial alternative, phone-card operated 'Internet pillars' installed by the telecoms is klunky beyond belief, and proved a flop). It may be the single most important reason why Internet use remains so exclusive. Such approach only reinforces the notion of the public being some kind of 'third space' that floats between market-participation and state control. But then, this was already the case with the rather exceptionalist Dutch broadcasting set-up, with its 'column'-like radio-and television associations defined by the belief system of their members, and financed pro-rata of their numbers. On the other hand, the local customs ensure that as long as you put your requests in the right context, the planning of structures, like in this case those of cyberspace, always remain negotiable. But now that we have left the seventies with its well circumscribed constituencies and the idea of an ordered dialogue between the public and the political decision-makers, we need also to enquire about the new distribution of influence. The public itself has become much more layered, its wishes and demands more diverse and the way to manifest them has become a constituent element of the media landscape. Local decision making, on the other hand, has become a virtual process, and this not only in a technical sense. The new media may be applied by politicians to continue their model of 'representative' democracy, while modernizing/upgrading it. But not necessarily so. All depends upon the way the interaction takes place between the real existing political process and the mediated, and now increasingly digitized culture. The simplistic approach would be to instrumentalize the emerging electronic communication infrastructure and press it into the service of the classic political dialogue, whereby the merits of the former are judged in the terms of the latter. In the Amsterdam case, the Digital City has been as an Internet forum to host discussions on the future of Schiphol Airport ('how big can it grow?"), the building of the North-South underground railway line, or that of a new residential area on an artificial island. This was successful up to a certain point. The opinion expressed (mainly contrarian) gained wide publicity and support. Yet the council decided otherwise in the end. The official ideology of on-line participation met very quickly the limits imposed by a more conservative (and cosy) concept of 'representativity'. A very different political practice is embodied by hackers and kindred groups. Here we see a culture of confronting immediate issues and of decision-making on the spot. This is activism in a very literal sense, the 'hands-on imperative' translated in political terms. Potentially tricky, even explosive issues such as related to privacy, copyright, sabotage and the exposure of secrets are defused in a mix of piecemeal pragmatism, immediatist intensity and refreshing radicalism. This approach enabled the hackers enterprise to grow and prosper against all odds into a major Internet provider, and the Digital City to survive near-endless bouts of technical glitches and an almost total absence of conceptual guidance at the top. But it is of course far removed from the grand narrative track, however much has been made of their demise, so that the traditional media keep speaking of these movements as if they were largely a-political --while indulging into the ritual of hackers-bashing every now and then. The political class, already unable to envision itself in terms of the media (unless it is to abjectly surrender to their whims), and even less so within a technological culture, is at loss to make sense of these developments: after the last parliamentary elections of May 1998, none of the very few Internet-savvy parlementarians were returned in the chamber by their respective parties. This 'clash of cultures' is usually dismissed as a classic case of generational conflict, which it is not, and this bodes ill for the future of the public domain in cyberspace. The figure of the more traditional political activist also had its own trouble adjusting to the new dispensation in the (electronic) information age. Nowhere is the love-hate relationship with technology so pronounced as among this group. But split personality, rather than splinter groups, has been the outcome. Their deep ambivalence about the nature and the consequences of the new media has to a large extent prevented political activist to stake a full claim in the 'digital revolution'. Whereas activists of various hue did embrace bulletin boards systems (BBS) in the 8os, they were apparently unable later on to relate to the higher scale, or speed, of the cyber economy that was coming into being. Hence they found it difficult to bring their practice to the required higher level of technicity. Few tactical connections were made with hackers or neo-entrepreneurs. Many in fact, opted out of militantism and took shelter under the lee of by now large Non Governemental Organisations (NGOs). But this was not always so, and besides quite a few very effective 'new issues' (on animal rights, gene technology, against road building etc) grass root outfits, Amsterdam has witnessed a number of radical projects see the light which have a commendable level of Internet presence. (eg the pirate radio stations De Vrije Keyzer and Radio 100/DFM, now fully into RealAudio, the research group on police and security services Jansen & Janssen, and the political context provider ('polprov') Contrast.org). On the cultural-institutional plane, the need was felt by the middle of the nineties to broaden the base of public programming in the realm of the technological culture. The more so since this activity could no longer be satisfactorily accomodated in the existing venues. The hype about the Internet, which reached its height in the Netherlands by 1994, spawned a climate of rising expectations about a fully digitalized, communication driven society. These was also the founding year of numerous commercial ISPs, design offices, software houses, 'cyber-magazines', and other related ventures with the letter 'e' written large all over them. This new culture crystallized in a bevy of events and manifestations, succeeding each other at an accelerating pace. What had started as a cosy event for techno-artists in a recycled milk bottling plant ('The Wetware Convention', 1991), ended up in mega-gatherings which required no less than the grounds of the RAI automobile fair ('Doors of Perception' 1993/94). De Balie staged a serie of 'Life Magazines' in which the Amsterdam political debates were re-invented within the setting of the new media culture. The same personnel also organized the 'Next Five Minutes' conferences (1993 and 96), which focussed highly localized, 'tactical' media activism worldwide. The more strictly artistic forms of expression were meanwhile taken care of by the V2 Organization, which had just relocated (from a provincial town) to Rotterdam, and started the celebrated 'Dutch Electronic Art Festival' (DEAF) in 1995/96. Even so, there was still the fear that the concept of public domain was in risk of being swamped by the rising tide of commercialism, dominated by the existing computer hard- and software trade and its large-scale marketing approach. The Netherlands Design Institute was established in Amsterdam to answer these needs in the realm of design ( a core activity in the Dutch cultural --and industrial-- landscape). A step towards addressing the political dimension of the growth of the cyber-economy was the creation of the Society for Old and New Media in 1995. This was the result of merging the programming on technological culture at Paradiso and De Balie, which up to now had organised and hosted many such events. Safeguarding, developing and expanding the public domain was made the explicit brief of the Society. Behind that lay a strong desire to materialize what up to then had been mostly speculated upon. With public access being for all practical purposes realized in Amsterdam --that is as far as far as it went in the absence of governemental commitment-- attention shifted towards 'access to what?' (and accessorily: 'access, of what quality?'), a concern that also saw the springing-up of 'content providers' like desk.nl. The Society, which in early 1996, obtained tenancy of the historical Waag castle, a landmark building right in the middle of town, rapidly embarked upon a programme of exhibitions, debates, courses and trainings, research and development of tools and software, and last but not least, (interactive) design. By liaising with policy makers and policy making organs at local, national, and international level, the Society also strives to influence the elaboration of official policies. This is also the purpose of an inovative form of public events such as the campaign 'We Want Bandwidth!', the European 'From Practice to Policy' (P2P) conference, and the 'First International Browser Day' (all in 1997/98). This ambitious range of activities, however, carries a price in terms of the degrees of liberty in operational matters. It entails the securing and provision of ever increasing budgets and their attendant administrative burden. This makes for an increasing professionalism and create a layer of corporate-like attitudes on a group of people who have not fundamentally changed their range of activities. Since this institutionalization did not fundamentally affect the basic outlook and social position (not to speak about the paychecks!) of the actors involved, there is increasing friction and potential for conflict among the various projects whose scope is cultural, but which are more and more run like businesses. The compelling paradox obtaining now is about the reconciliation of the autonomous, early 80s approaches, and the growth-induced and market-driven traits of larger scale endeavours. Once the excitement of the new is over, it should come as no surprise to encounter the day-to-day difficulties of managing an average small to medium enterprise. This road, with various degrees of painful adjustment, is apparently being travelled by all set-ups that sprang up from the artist/activist culture and have not vanished yet. It is a far cry from the dilemmas of the 60s concerned with 'the Long March Through the Institutions'. Fear of selling out or losing one's independence has often been replaced by the Angst of becoming a major player yourself. Which in its turn results in the permanent and stifling presence of the drop-out option. The question now is how to understand the seemingly new laws under which the virtual economy operates and what role lies therein for the creative forces and the 'digital artisans'. This being said, and despite obvious limitations, the Amsterdam digital culture is thriving. One if its least publicized outcomes are the 10.000 plus jobs that have been created over the past couple of years in design, software engineering, and services, by a medley of mainly small and medium business ventures. Neither traditional political dogmatism --in Amsterdam, of the 'social-democratic' variety-- nor neo-liberalist yuppism are dominant here (even the Society for Old and New Media had its try at commercial cell-split, but it was not very fortunate). Entrepreneurs and employees alike often hail from the same background of the techno-trance-rave scenes, with a sprinkling of squatter activism and hacker ethics. Experience in the realm of theatre, the visual arts, and music are easily transfered into one-off projects, commercial or not. What is elsewhere called the process of modernization frequently takes in Amsterdam the shape of a sub-cultural work-in-progress where not everything has been from the very start subjected to the dictates of hype or commodification. This has not stopped, but does to some fair extent limit the ongoing, and apparently inescapable, process of institutionalization of social initiatives. Literature and websites: Adilkno, Cracking the Movement, Autonomedia, New York, 1994 Geert Lovink, Creating a Virtual Public: The Digital City of Amsterdam in Ars Electronica Festival Catalogue, Linz, 1995 Rob van Driesum, Lonely Planet Amsterdam Guide, 1997 http://www.dds.nl (Digital City Amsterdam) http://www.xs4all.nl (Internet Access Provider) http://www.waag.org (Society for Old and New Media) http://www.desk.nl (cultural content provider) http://www.contrast.org (political content provider) http://www.v2.nl (V2 Organization for electronic arts) http://www.balie.nl (De Balie center for culture and politics) http://www.mediamatic.nl (Mediamatic magazine for new media arts) http://thing.desk.nl/bilwet (Adilkno archives) --- # distributed via nettime-l : no commercial use without permission # is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@desk.nl and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@desk.nl
~KitchenManager Wed, Sep 2, 1998 (22:29) #9
SURVEYS Weekly free email on what's new in surveys on the Internet By Nua Email: surveys@nua.ie Web: http://www.nua.ie/surveys/ ******************************************************************* August 25th 1998 Published By: Nua Limited Volume 3 No. 27 ******************************************************************** EDITORIAL ******************************************************************** Welcome to another weekly edition of Nua Internet Surveys. This newsletter provides information on surveys and reports on the Internet, and is brought to you by Nua - one of Europe's leading Internet consultancies and developers. While the Internet remains a forum where "everybody has a voice" and the status quo still nestles among the dissident, people's motivations and social leanings do not undergo a sudden metamorphosis as they move from the physical world to the virtual one. People like the same things online as they do offline. In terms of e-commerce and online business, people tend to retain the confidence in brands and products marketed offline rather than be seduced by clever online marketing of a product they are unfamiliar with. As for websites, people who have never logged on in their lives still know the words Yahoo! and AOL.com. Yahoo! is synonymous with the Internet for the majority of first-time users. Just as Nike is synonymous with sport. If you want to surf the Internet, go to Yahoo!, if you want to buy sneakers, go to a Nike store. When we first set up trading points and centres for bartering, we chose our locations carefully. The kings of ancient Ireland built their castles up on top of hills. The Egyptians built their settlements along the River Nile. In the online world we locate ourselves near portals - the "ports" of the Digital Age, where the main rivers and seas of information converge. As portal sites grow, they are beginning to resemble citadels of long ago or the larger cities of today. People congregate in masses around them to trade and communicate with each other. A recent article equated the setting up of an online business outside of a portal as the equivalent of opening up a supermarket in the back end of nowhere. The concept that virtual space is not hierarchical and that there are no "geographically" strategic places to set up in is changing. The virtual world is beginning to reflect the physical one. As smaller websites nestle under the wing of the large portals, the portals start to resemble walled cities as opposed to global villages. And those areas left outside the embrace of portals are beginning to resemble high mountain villages. As the Internet grows, the real space for marketers is shrinking. The emergence of portals in the past few months has changed the face of the Web for both business and entertainment. While there are tens of thousands of websites to visit, it is only the very seasoned netizen who will actually explore the wider reaches of the Internet. We know that most people tend to visit the same sites repeatedly. The average person has a list of ten websites they visit on a weekly basis and outside of that there is not much divergence. Perhaps this is because - unlike TV - using the Internet demands time from the users. The time it takes to download a site and look through it for pertinent information does not encourage those with tight schedules to look beyond the trusted and familiar. Perhaps as people become more Net savvy and bandwidth improves this will change. But for the near future, it looks like the Net landscape will continue to be defined by mergers, acquisitions and portals. Is mise le meas, Sorcha Ni hEilidhe. surveys@nua.ie
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